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Unit 2 - Design of Everyday Things

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0% found this document useful (0 votes)
24 views

Unit 2 - Design of Everyday Things

Uploaded by

ladyv939
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Design of Everyday

Things
CC7: Unit 2
Table of Contents
• Fail Designing
• Donald A. Norman Principle
• Six concepts in designing
Fail Designing
• The practice of engineering a system in such a way that it
safely and predictably fails under specified conditions to
minimize harm or damage.
Fail Designing
• Seat Belt Locking
Mechanisms: In cars, seat
belts lock up upon sudden
deceleration to keep
passengers from moving
forward too much during a
crash.
Fail Designing
• Smoke Alarms: Emit loud
sounds to alert residents of
potential fires, even if they
are asleep or in another
room.
Fail Designing
• Non-Slip Mats in Bathtubs
and Showers: Designed to
prevent slips and falls when
the surface becomes wet.
Fail Designing

Design is not just what it looks like and


feels like.
Design is how it works
-Steve Jobs-
1. When you really need to examine
the time in three dimension
2. Thou shall not pass
3. Social media… social toilet?
4. Its probably time to take the stairs
5. These people always see
something positive
6. A door into the unknown
7. In case of fire, please find
somewhere else to put it out
8. The serial killer playground
9. We’re on the escalator to nowhere,
come on and bump.
10. Architectural masterpiece
11. All you need now is an all-terrain
wheelchair
12. See no evil
13. Will it be fried eggs or a trip to
hospital tonight?
14. Big brother is watching you
15. All they say pride goes before a
fall
16. Venn Diagram
17. Take a step into the unknown
18. We know few parents who might
adopt this slogan
19. Kevin from Home Alone
20. The Family that should have
bought better life insurance?
Donald A. Norman
• University professor, industry
executive, company advisor, and
board member;
• Electrical engineer, psychologist,
computer scientist, cognitive
scientist, designer;
• Speaker and author
• Founder and Director of the
Design Lab at the University of
California, San Diego
Design for real people
“We must design for people the way they are,
not the way we wish them to be.
Also, don’t be logical. Half the people in the
world are below average”
-Donald A. Norman-
Donald A. Norman Principle
Gulf of Execution
• Is the difference between the intentions of the users and
what the system allows them to do or how well the system
supports those actions.
• In order to design the best interfaces, the gulf must be
kept as small as possible
• the gap between what a user wants to do and how to
actually do it using a system or product.
Example
Gulf of evaluation
• is the degree of ease with which a user can perceive and
interpret whether or not the action they performed was
successful.
• the gap in finding out what is the current state of the
system.
Example
How do we avoid the twin gulf?
Six Principles of Design
• Visibility
• Feedback
• Affordance
• Mapping
• Constraints
• Consistency
1. Visibility
• Users should know, just by looking at an interface, what
their options are and how to access them

2. Feedback
• Feedback is the response given by the system after
a user action. This helps the user understand the
outcome of their interaction.
3. Affordance
• is the link between how things look and how they’re used.
For example, a coffee mug has high affordance because
you instantly know how to hold it just by looking at it

4. Mapping
• Mapping is the relationship between control and effect.
The idea is that with good design, the controls to
something will closely resemble what they affect.
5. Constraints
• restrict a particular form of user interaction with an
interface

6. Consistency
• The same action has to cause the same reaction, every
time.

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